Friday, April 27, 2018

d100 Familiars

When you cast the
Find Familiar spell, roll on
the table, you may add or subtract your level – 1 to your roll. If you dislike all available options you may cancel the spell, the material components (at least 100gp worth) are consumed and you are unable to cast the spell again for one month. If your familiar is killed you take permanent CON damage and must wait one year to cast the spell again.

O = offensive
familiars can be compelled to any action.

I = inoffensive
familiars, most grant powers when in physical contact with their
master, some are useful enough without any power beyond their empathic connection to their masters..

01-50 are natural
creatures suitable for anyone, 51-00 are the weirder ones.
Potentially, roll on the table then you may +/- = your level – 1,
to influence the roll.

91
Flame Snake – O – flying serpent of living fire with a
venom that burns the body from within.

92
Carbunkle – I –
weak and fearful creature with a magic crystal “horn”,
grants magics that aid in escape.

93
Flying Eye – I –
your own extracted eyeball becomes a bat-winged monstrosity through
your magic, able to deliver certain spells through its gaze.

94
Gumdrop Gel – O – teardrop shaped land jelly with a silly
face.

95
Dragon Nymph – I – tiny butterfly-winged dragon, has
many abilities but often misbehaves.

96
Ethyk – I –
one-eyed lemur, can influence the emotions of one or more people
nearby in animalistic ways.

97
Wisp – O – living incandescent gas, burns foes with cold
fire, and is very difficult to harm.

98
Sprite – I – magical nature being from the Counter
Continent of Fulcris Haelere.

99
Imp – O – tiny dangerous devil, a constant source of
diabolic plots, favorite of the most vengeful and hateful of the
evil wizards.

00 Homunculus
– I – wretched psuedo-life created from your own bodily &
spiritual essences, they are humanoid with at least some resemblance
to their creator, they can do nearly anything their masters desire
but are useless in combat.